The Leopard 2 Tank Thread [Updated 2017/03/21]

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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 1:17 pm

3d10 work for you bann?

For tanks in the new year, I'll start off with the Ontos Tank Destroyer, then the Challenger 2(once I get some BrickMania track links: the standard Lego one's are one stud too wide).
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby bann154 » Sat Jan 02, 2016 1:20 pm

Valiant wrote:3d10 work for you bann?

For tanks in the new year, I'll start off with the Ontos Tank Destroyer, then the Challenger 2(once I get some BrickMania track links: the standard Lego one's are one stud too wide).

3d10+20 is still pretty obscene +10 perhaps?
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 1:24 pm

The +20 only applies to the hull and turret front when coming under general fire. Can we settle for +15?
Also, TROPHY has been made less OP by giving it a one in six chance to fail detonating incoming warheads.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby RedRover » Sat Jan 02, 2016 1:28 pm

I think +10 is more fair. That is like an automatic maxed out d10 on a 4d10 roll
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby bann154 » Sat Jan 02, 2016 1:36 pm

Valiant wrote:The +20 only applies to the hull and turret front when coming under general fire. Can we settle for +15?
Also, TROPHY has been made less OP by giving it a one in six chance to fail detonating incoming warheads.

the average roll of 1d10 is 5.5 for a grand total of 16.5 for the average 3d10 dice roll so have +10 would get you close to having 5d10 armor +15 closer to 6d10 or the +20 you had closer to 7d10 so +10 is still pretty big bonus wouldn't you say?
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby RedRover » Sat Jan 02, 2016 1:41 pm

The point of brikwars is that everything is destroyed or dies. A successful game is marked by carnage and desolation.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 2:21 pm

Alright, +10 it is.
And for anyone creating tanks, I would recommend that you outfit them with ERA, as it greatly increases their survivability.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 3:17 pm

Revised statcards for both Leopards.

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For the ERA, there is a 1/6 chance that it will fail to detonate.

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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Silent-sigfig » Sat Jan 02, 2016 11:05 pm

Very nice tank models.

As for this armor debate, simply armor plating the area should be enough without the +10. However, adding ERA/ rocket cages that could negate a single shot would be interesting.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 11:12 pm

What does armour plating do exactly? It still confuses me, although I think it's similar to shields.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Silent-sigfig » Sat Jan 02, 2016 11:13 pm

Pretty much. It just removes 1 die from any attack, and unless specifically aimed elsewhere attacks always it hit.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby bann154 » Sat Jan 02, 2016 11:14 pm

Valiant wrote:What does armour plating do exactly? It still confuses me, although I think it's similar to shields.

It removes one die of damage from each incoming source of damage so 3d6 goes to 2d6 or 2d10 goes down to 1d10
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 11:19 pm

:Shinji:
Almost a year now and I never knew...
Well, I'll have to give the playtest another go, as this changes everything that I knew armour was. Dang it.
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby bann154 » Sat Jan 02, 2016 11:26 pm

Valiant wrote::Shinji:
Almost a year now and I never knew...
Well, I'll have to give the playtest another go, as this changes everything that I knew armour was. Dang it.

well atleast you find out now rather than in the heat of battle eh?
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Re: Leopard 2A6M CAN+(Updated 2016/1/1)

Postby Valiant » Sat Jan 02, 2016 11:51 pm

That's for sure  :D .
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